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(c) 1997-2014 Box Network Ltd.
____ ______ __ __ ____
/\ _`\ /\ _ \/\ \/\ \/\ _`\
\ \ \L\_\ \ \L\ \ \ `\\ \ \,\L\_\
\ \ _\/\ \ __ \ \ , ` \/_\__ \
\ \ \/ \ \ \/\ \ \ \`\ \/\ \L\ \
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are proud to present
Release date : 10 April 2002
Be sure you Bible lovers leeched Nacah-MYTH released a few hours
ago. This game rock so much that we thought some of you might need
a walkthrough for it cause it's a bit hard if you don't have
your Bible near you while playing.
Yeah, you've understood, this game sucks so much, but well
when there's no Deer Hunter to be released, MYTH & DEVIANCE
have to release much better games like this one...
/me 's waiting for the next fishing game also ;|
/me 's gonna play JK2-FLT.
HERE IS IT.
Nacah is the brainchild of one-man team Monte Cheyenne Wofford,
a multi-instrumentalist and visionary. His vision was to develop
an adventure game with a Christian ethic and he succeeded: Nacah
is his labor of love. It has been released with the tag, ˘the
Biblical alternative to Myst÷ and those who enjoy Myst-like games
will find a game quite similar to the original Myst both in
presentation and content. The game is a first-person slideshow
of pictures with occasional grainy QuickTime movies we have come
to expect from adventure games. The end island and the second last
chamber show more potential graphically. Other areas look dull and
dated. The game has the same vagueness that Myst had: you are in a
place for no apparent reason. The goal is merely to get to the end.
There are no interactive characters. A couple of the puzzles are
somewhat unique not merely because of the Biblical content. Where
this game is significantly different is that it requires that the
player have a Bible (preferably a King James version with an index).
Hints are provided in the form of Biblical references. The sound
is easily the highest quality aspect of this game. It could easily
have come from a big budget game like Riven. The user interface
is a little different and awkward: it is impossible to load a game
from within the game itself. The player must quit the game and
reload from the desktop. Otherwise the point and click interface
is the same as Myst. Two areas that caused me no end of frustration
were a ˘dead end÷ and an error in the booklet that made solving
one puzzle impossible until I contacted Cheyenne. Be sure you watch
the making of the game, where he demonstrates his ability with
several different musical instruments and talks about the tribulations
he had creating the game. ItĂs worth the price of admission just to
see the effort heĂs put into the game. Overall, I would recommend
this to any Myst-phile or anyone who feels they have tried everything:
using the Bible for hints is a novel idea that has not been considered
before. The game is available for purchase from CheyenneĂs website
(www.virtuegames.com) or Bible Games Company (www.biblegamescompany.com).
NOTE: There are six pages to find in this game that contain all the
names of the books of the Bible. In order to win the game, you must
find all six. It is possible to get right to the end with none of them!
The game begins with a short video showing a door opening and closing.
You are in a very dark cave.
Turn around. Read the passage: ˘And God said let there be÷.
The answer is, of course, ˘light÷. Click on the letters underneath
the quotation to spell ˘light÷. Then click on the word. The room
magically lights up. Turn around again. Go forward toward a raised bridge.
Turn left. Get the key off the wall. Turn around. Head back to the quotation.
Turn left. Use the key to open the door. Go in.
Read the book on the table. The number required to lower the bridge is
found in John 21-the number of fish the fishermen catch. The answer is
153. As you leave this room the light switches off. Go back to the bridge.
Turn right. Click on the box to get a close up. Click on the numbers 1,
5, and 3. Click on the switch that comes out of the box. The bridge
lowers. Go across the bridge. It is dark at first but slowly lights up.
You hear the bridge raise again by itself. Turn around. Look up.
Take the key from the raised bridge. Turn around. Go forward.
Turn left. The clues for this puzzle are a calculation:
MethuselahĂs age 969
- Days of Jesus fasting and temptation - 40
+ AdamĂs age + 930
- The number of times 1000 is used in Revelation 20 - 6
+ 1 + 1
Turn around. Use the key in the lock. Click on the panel. It
spins around revealing some numbers. Select 1 from the left
hand numbers, 85 from the middle numbers, and 4 from those
at right to make 1854. Turn around. Look at the puzzle again.
Take the key.
Go up to the door. Turn left. Take page 1 (with the fish on it).
It contains a list of some of the books of the Bible. There are
five other pages to find also. Turn right. Use the key in the door
. It opens. Go forward to the elevator room.
Look up to see an elevator. Turn left to see a shelf of three buttons
with a chain beyond it. Turn left to a plaque. Click on it-it changes
to Psalm 34:14. The reference is to the word ˘peace÷. Turn back to
the buttons. Click on the left one twice, the middle one twice, and
the right one three times. Turn back to the plaque. The word peace
shows now. Click on the button underneath and the elevator is lowered.
Switch on the power (at top left). Pull the lever to be taken up.
Exit to another cave.
Turn left. Take the scissors and the red square (no, itĂs not a visual
artifact!). Turn right and look at the note. It contains three references
corresponding to three buttons to power the outside generator: Mark 4:6,
Acts 1:8, and Luke 1:35. Only the second and third quotations make reference
to ˘power÷, so the first switch must be off and the others on to power the
outside generator. Turn right-the outside generator is off and wonĂt switch
on. Open the door at left. Go down into a passageway.
Follow the passageway outside to a dock leading to an island. Follow it
to the island. As you go up the stairs, be sure to pick up page 2 (with
an X on it) from under platform. Continue up. Take the key off the girder.
Also up here is a switch with three slots under it. These cannot be used yet.
A cable car sits next to the switch. Sit in the cable car and note three
quotations. Return to the cave. Be sure to pick up the yellow square at
right just before leaving the dock to go back in.
Use the key on the locked door. Enter a corridor.
Follow the corridor. Be sure to examine the paper on the wall on the right.
It relates to the elevator and contains three references: Job 1:22, Luke
17:24, and John 1:51. The John reference refers to up and down movement.
Neither of the others does. Therefore, the third switch is the important
one for powering the elevator. Take note of the diagram at the bottom of
the page also. Continue to the end of the corridor and the water power
generator. At this time, the elevator needs to be switched on. Ensure the
top switch is in the up-down position. Ensure the left-hand switch on the
second row is also in the upright position. The right hand switch must be
in the left-right configuration. The left lower switches can switched any
way, as they donĂt come into play. Ensure the first two switches on the
right hand side are in the left-right position and the third switch is up-down.
The elevator is on. Return to the elevator.
Get in. Click on the switch. You are taken up to the sundial room.
Enter the room. Read the quotation on the paper on the wall-2 Kings 20:10.
This tells that the ˘shadow go backward ten degrees÷. Close up on the sundial.
Click the middle button once and the right button once. Back away. Turn left.
Get the green block.
NOW, HOLD YOU HORSES! Cleverly, there is another puzzle to be solved relating
to the sundial. This time move the sundial so that the shadow is two steps
from extreme right. Back away. Turn left. A lit up thumb points upward.
Click on it. Hop in the elevator.
Switch on the power. You go up to a tiny room. Get page 3 (it has a circle on it).
Descend back to the cave and return to the generator.
Now that you have completed the necessary tasks using the elevator, switch
the power over to the outside generator. Ensure the top switch is up-down.
The left switch on the second level should be in the left-right position.
The right one should be upright. As before, the third row of buttons on the
opposite (elevator) have no influence and can be in any position. The first
on the left should be left-right. The other two must be in the upright
position. Return to the cave.
Turn right. The outside generator button should be lit. If not, return
to the generator and fix your mistake! When correct, go to the island.
NOTE: Before going up in the cable car, be sure you have three pages of
Biblical books: one with a fish, one with an X, and one with a circle.
If you donĂt, you canĂt win the game.
Switch on the cable car power. Place the three blocks in the slots below
the switch: green, red, and yellow in descending order. A clue for this was
the quotes in the cable car: Psalm 23:2 (˘green pastures), Proverbs 23:31
(red wine), and 1 Peter 1:7 (gold). Go in the cable car.
Click on the lit thumb. You are transported to the top of the hill on this island.
Top of the Hill
Exit the cable car and peer through the telescope. A sailing boat passes trough
your field of vision. Turn around. There are three buttons in a girder above you.
Click on each. Turn around. Four Biblical quotations have appeared in response
to the buttons: Matthew 15:9, Acts 27:6, Matthew 8:23, and Hebrews 3:12.
Only the second and third quotes make reference to a boat. Switch off the first
and fourth buttons. Return to the cable car.
The downward-pointing thumb is lit. Click it and arrive on another island.
Go forward into a cave. Ensure you pick up page 4 (one with three lines on it).
Go up to a door. Knock on it and it opens. Enter a lavish chamber.
Turn right and take page 5 (one with a square on it). Exit through the right
hand door. Enter a corridor.
Follow the corridor as it ends in an alcove. Take the key on the shelf.
Examine the Bible table of contents. Use the scissors to cut a flower and
take it. Get the box under the table. Return to the chamber.
Use the key on the purple door in the middle of the wall. You are presented
with a Bible quiz. You must choose all the books of the Old Testament in order.
You have five seconds to choose each (which is plenty of time to look at the
table of contents in a Bible before responding!). The books in order are:
1 Samuel 2 Samuel
1 Kings 2 Kings
1 Chronicles 2 Chronicles
Ecclesiastes Song of Solomon
PHEW! The bad news is the New Testament books are still to come.
You can have a breather at this point. When you are ready,
the books of the New Testament are:
1 Corinthians 2 Corinthians
1 Thessalonians 2 Thessalonians
1 Timothy 2 Timothy
1 Peter 2 Peter
1 John 2 John
3 John Jude
Once you have completed this task, the door opens.
Use the box on the ground in front of the door to get a step
up into a passageway. Once you use it, the box magically disappears!
Follow the passageway to the end. Get the key there. Return
to the chamber.
Use the key on the left hand door. Enter yet another passageway.
At the end of the passageway, knock on the door to be let in another chamber.
There are four metal consoles in this room that contain a down
arrow and a right arrow. Push the right arrow and an image appears
on the wooden screen above. The task is to match the image to
one of three Biblical quotations, accessed by pushing the down
arrow. The answers are:
Console 1 (plant): Jonah 4:6
Console 2 (book) Revelation 10
Console 3 (fish) Matthew 17:27
Console 4 (ant) Proverbs 6:6
Be sure to place your flower in the urn between consoles 3 and 4.
It spontaneously grows into another plant. Cut one of these flowers
and take it. Pull the door handle on the wooden door. It rises and
reveals another chamber.
A coaster cart is the only point of interest here. It is secured with
two ropes. Use the scissors to cut the ropes. Enjoy the ride. Get out
in a passageway.
Follow the passageway outside, across a bridge to a third island.
Go straight across to a pine tree on a finger of land jutting into
the sea. Turn around. Get page 6 (with a tree on it) from behind a
nearby tree. Go up to the cabin.
Read the note. Hopefully, you have all 6 pages or else you arenĂt
going to see the ending. The solution to the dock puzzle is in Revelation.
Take note of the letter representations. The solution is a number: 144,000.
This translates to AWWZZZ using the code.
Turn around and approach what looks like a car radio. Push the button.
A voice asks for the pages in this order:
FISH SQUARE X LINES
At this point, it asks for the flower. Put it in the slot also.
The voice reveals the key to the dock puzzle is at the tree.
Return to the pine tree.
Look up. Get the carefully concealed key. Go to the dock.
Use the key in the top of the puzzle. A click tells you itĂs open.
Push on the three buttons underneath to change the letter configurations
behind you so that they read: A-WW-ZZZ, to match the code given on the paper
(each button corresponds to a block of letters). Click on the code word.
The dock elongates. Get on the boat.
Go forward. You sail away. To be continuedÓ (The game is due to be continued in Derek).